EEVEE: Volumetrics: Add support for soft volumetric shadows
Soft surface shadows were already supported but now we support soft shadows of the volume themselves. This is only enabled if the light casts shadow and the scene soft shadows toggle is enabled.
This commit is contained in:
parent
355f884b2f
commit
89ef0da551
|
@ -855,10 +855,10 @@ typedef struct EEVEE_CommonUniformBuffer {
|
|||
float vol_jitter[3], pad6; /* vec3 */
|
||||
float vol_coord_scale[4]; /* vec4 */
|
||||
/* -- 16 byte aligned -- */
|
||||
float vol_history_alpha; /* float */
|
||||
float vol_light_clamp; /* float */
|
||||
float vol_shadow_steps; /* float */
|
||||
int vol_use_lights; /* bool */
|
||||
float vol_history_alpha; /* float */
|
||||
float vol_shadow_steps; /* float */
|
||||
int vol_use_lights; /* bool */
|
||||
int vol_use_soft_shadows; /* bool */
|
||||
/* Screen Space Reflections */
|
||||
/* -- 16 byte aligned -- */
|
||||
float ssr_quality, ssr_thickness, ssr_pixelsize[2]; /* vec4 */
|
||||
|
|
|
@ -184,7 +184,9 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
|
|||
|
||||
float integration_start = scene_eval->eevee.volumetric_start;
|
||||
float integration_end = scene_eval->eevee.volumetric_end;
|
||||
common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp;
|
||||
/* TODO(fclem) Use clamp to modulate the light radius for
|
||||
* volume lighting and avoid very bright highlights. */
|
||||
// common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp;
|
||||
common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
|
||||
if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
|
||||
common_data->vol_shadow_steps = 0;
|
||||
|
@ -216,11 +218,13 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
|
|||
}
|
||||
|
||||
/* Disable clamp if equal to 0. */
|
||||
if (common_data->vol_light_clamp == 0.0) {
|
||||
common_data->vol_light_clamp = FLT_MAX;
|
||||
}
|
||||
/* TODO(fclem) Re-implement */
|
||||
// if (common_data->vol_light_clamp == 0.0) {
|
||||
// common_data->vol_light_clamp = FLT_MAX;
|
||||
// }
|
||||
|
||||
common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
|
||||
common_data->vol_use_soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
|
||||
|
||||
if (!e_data.dummy_scatter) {
|
||||
const float scatter[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
|
|
|
@ -12,9 +12,9 @@ layout(std140) uniform common_block
|
|||
vec4 volJitter;
|
||||
vec4 volCoordScale; /* To convert volume uvs to screen uvs */
|
||||
float volHistoryAlpha;
|
||||
float volLightClamp;
|
||||
float volShadowSteps;
|
||||
bool volUseLights;
|
||||
bool volUseSoftShadows;
|
||||
/* Screen Space Reflections */
|
||||
vec4 ssrParameters;
|
||||
float ssrBorderFac;
|
||||
|
|
|
@ -127,6 +127,20 @@ vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction)
|
|||
vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D volume_extinction)
|
||||
{
|
||||
#if defined(VOLUME_SHADOW)
|
||||
/* If light is shadowed, use the shadow vector, if not, reuse the light vector. */
|
||||
if (volUseSoftShadows && ld.l_shadowid >= 0.0) {
|
||||
ShadowData sd = shadows_data[int(ld.l_shadowid)];
|
||||
|
||||
if (ld.l_type == SUN) {
|
||||
l_vector.xyz = shadows_cascade_data[int(sd.sh_data_index)].sh_shadow_vec;
|
||||
/* No need for length, it is recomputed later. */
|
||||
}
|
||||
else {
|
||||
l_vector.xyz = shadows_cube_data[int(sd.sh_data_index)].position.xyz - ray_wpos;
|
||||
l_vector.w = length(l_vector.xyz);
|
||||
}
|
||||
}
|
||||
|
||||
/* Heterogeneous volume shadows */
|
||||
float dd = l_vector.w / volShadowSteps;
|
||||
vec3 L = l_vector.xyz / volShadowSteps;
|
||||
|
|
Loading…
Reference in New Issue